SpelunkyFan wiki

objects/oManTrap/step.gml

From spelunky.gmk, Spelunky Classic 1.1's source, © 2008, 2009 Derek Yu and Mossmouth, LLC, shown whole under the Spelunky User License v1.1b. Extracted by spelunky.ai's tools, an unofficial fan project, one file per script or event; the // ==== lines are the extractor's, naming each action of the event. Some scripts are others' work that Derek Yu credits in the source's readme.txt: Martin Piecyk's platform engine, ChevyRay's view scaling scripts and tsg1zzn's Super Sound System.

oManTrap's step event, 176 lines of GML.

// ==== action 0: lib 1 id 604: action_inherited() ====// ==== action 1: lib 1 id 603: code ====if ((x > view_xview[0]-20 and x < view_xview[0] + view_wview[0]+4 and        y > view_yview[0]-20 and y < view_yview[0] + view_hview[0]+4)){moveTo(xVel,yVel);if (not held) yVel += myGrav;if (yVel > yVelLimit) yVel = yVelLimit;colLeft = false;colRight = false;colBot = false;colTop = false;if (isCollisionLeft(1)) colLeft = true;if (isCollisionRight(1)) colRight = true;if (isCollisionBottom(1)) colBot = true;if (isCollisionTop(1)) colTop = true;if (hp < 1){    if (countsAsKill)    {        if (isRealLevel()) global.enemyKills[10] += 1;        global.mantraps += 1;        global.kills += 1;    }    repeat(3) { instance_create(x+rand(0,16), y-8+rand(0,16), oLeaf); }    scrCreateBlood(x+8, y+8, 1);    if (ateShopkeeper)    {        obj = instance_create(x, y, oShopkeeper);        obj.status = 2;        obj.hasGun = false;        repeat(3) { instance_create(x+rand(0,16), y-8+rand(0,16), oLeaf); }        scrCreateBlood(x+8, y+8, 1);        playSound(global.sndSmallExplode);    }    instance_destroy();}if (isCollisionBottom(1) and status != STUNNED) yVel = 0;if (status == IDLE){    if (counter > 0) counter -= 1;    if (counter == 0)    {        facing = rand(0,1);        status = WALK;    }}else if (status == WALK){    if (isCollisionLeft(1) or isCollisionRight(1))    {        if (facing == LEFT) facing = RIGHT;        else facing = LEFT;    }    if (facing == LEFT and not collision_point(x-1, y, oSolid, -1, -1) and        not collision_point(x-1, y+16, oSolid, -1, -1))    {        facing = RIGHT;    }    else if (facing == RIGHT and not collision_point(x+16, y, oSolid, -1, -1) and             not collision_point(x+16, y+16, oSolid, -1, -1))    {        facing = LEFT;    }    if ((not collision_point(x-1, y+16, oSolid, -1, -1) or collision_point(x-1, y, oSolid, -1, -1)) and        (not collision_point(x+16, y+16, oSolid, -1, -1) or collision_point(x+16, y, oSolid, -1, -1)))    {        if (collision_point(x-1, y, oSolid, -1, -1)) facing = RIGHT        else facing = LEFT;        xVel = 0;    }    else if (facing == LEFT) xVel = -1;    else xVel = 1;        if (rand(1,100) == 1)    {        status = IDLE;        counter = rand(20,50);        xVel = 0;    }}else if (status == STUNNED){    // xVel = 0;    /*    if (counter > 0) counter -= 1;    else    {        status = IDLE;        counter = rand(20,50);    }    */    sprite_index = sManTrapStunL;    if (colBot and not bounced)    {        bounced = true;        scrCreateBlood(x+8, y+8, 1);    }        if (held or colBot)    {              if (counter > 0) counter -= 1;        else        {            if (ateShopkeeper)            {                obj = instance_create(x, y, oShopkeeper);                obj.status = 2;                obj.hasGun = false;                repeat(3) { instance_create(x+rand(0,16), y-8+rand(0,16), oLeaf); }                scrCreateBlood(x+8, y+8, 1);                playSound(global.sndSmallExplode);                instance_destroy();            }            else if (hp > 0)            {                status = IDLE;                counter = rand(20,50);                if (held)                {                    held = false;                    // trap can get stuck in wall at this point:                    if (collision_point(x+16, y+8, oSolid, 0, 0)) x = oPlayer1.x - 12;                    else if (collision_point(x, y+8, oSolid, 0, 0)) x = oPlayer1.x - 4;                    y = oPlayer1.y - 8;                    with oPlayer1 { holdItem = 0; pickupItemType = ""; }                }            }        }    }}if (status >= STUNNED){    scrCheckCollisions();}// frictionif (colBot){    if (abs(xVel) < 0.1) xVel = 0;    else if (abs(xVel) != 0) xVel *= 0.3;}if (isCollisionSolid()) y -= 2;if (status == EATING and image_index == 8){    scrCreateBlood(x+8, y, 1);}if (status == SLEEPY and image_index == 6 and rand(1,8) == 1){    if (facing == LEFT)    {        bone = instance_create(x+2, y+4, oBone);        with bone { xVel = -2; }    }    else    {        bone = instance_create(x+14, y+4, oBone);        with bone { xVel = 2; }    }}if (status < SLEEPY){    sprite_index = sManTrapLeft;}}